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WHO WILL BE CROWNED


KING OF THE MONSTERS?

2 TO 4 PLAYERS AGES 10+ 45 MINUTES

CONTENTS:
4 KAIJU MINIATURES 6 EVENT CARDS
1 MINIATURE STAND 13 BUILDING MINIATURES
120 KAIJU CARDS 74 TOKENS
13 GAME BOARD TILES 1 OXYGEN DESTROYER MARKER
1 DAMAGE TRACK MAT 5 TRACKING CUBES
4 KAIJU MATS INSTRUCTIONS
02
O 目的 Objective 目的
B You are Earth’s most fearsome Kaiju—Godzilla, Mothra, King Ghidorah, and Megalon—
J battling for dominance as the most terrifying monster in Japan. Destroy buildings and
vehicles to gain Energy, then use that Energy to unleash devastating attacks on your
E opponents. Throw trains, tanks, battleships, and other Kaiju, as you fight for the King of
Monsters crown. Once humans deploy the Oxygen Destroyer, it is time to leave Tokyo,
C and the most dominant Kaiju claims victory!

T Setup セットアップ
I
V Board Setup
E
1. Place the center hex tile in the middle of the play
area. Randomly select and arrange tiles into the
shape determined by the number of players, as Center
shown below. Hex Tile

2-PLAYER 3-PLAYER 4-PLAYER


P1
SETUP SETUP SETUP
P2
P2
P1 P2
P4
P1

S ッセ P3 P3

Eト 2. Insert the correct tiles into the bases of each Large Building. Place all
Tア buildings on their letter-designated spots on the board.

U ップ 2 2 2 4
P
B
R P M T Small
Radar Dish Power Plant Military Bunker Tower Building

3. Place the Damage Track within reach of all players. Place the Oxygen Destroyer
marker on the Start space.
Oxygen Destroyer Marker
4. Choose two Event cards and place
them in the spots above and below Damage Track
the Damage Track. If this is your GODZILLA Event Card 1 Mothra

first game, we suggest using START

the Armored Assault and Rush


B B B B B B B B B

Hour Event cards. Follow the END 4P


B B
3P
B
2P
B B B B B B

Setup instructions for both Events. King ghidorah Event Card 2 Megalon
03
Player Setup セ

S
1. Each player chooses a Kaiju and places ト E
its corresponding figure on the starting
location closest to them. If this is ア t
your first game, we suggest using
Godzilla and Megalon. If the starting


U
location contains a Large Building, rotate
that tile so the Large Building is no longer p
in the starting location before placing your
Kaiju.

2. Place your Kaiju Mat in front of you and set an Energy Tracking Cube on the “2”
space of your Energy Track.

3. Shuffle your Kaiju deck, then place it face down to the left of your Kaiju Mat. Draw
a hand of five cards. Randomly choose a player to take the King of Monsters
token. They will play first this Round.

Kaiju Mat
Energy Tracking
Cube

Kaiju Deck

King of Monsters
Token

YOU’RE READY TO PLAY THE GAME!


04

P 段階 Phases 段階
h The game is played in Rounds. A Round consists of four phases:
a 1. Oxygen Destroyer PHase
s (Ignore on the first round)

e Move the Oxygen Destroyer marker 1 circle space on the Damage Track.

s 2. ActioN Phase
Starting with the player holding King of Monsters token, players take turns performing
one of three actions:

• Play a Kaiju card from your hand


• Play your Kaiju’s Discard Action
• Pass

Play continues with players taking additional turns until all players pass consecutively (this
means that all players pass in a row). A player who passed on a previous turn may play
a card on subsequent turns, extending the Action Phase.

3. REFRESH PHASE
Once all players have passed consecutively, players may discard any number
of cards from their hands and then draw cards until they have 5 cards in hand.

Players activate any end-of-turn effects they have in play (Kaiju abilities, Enhancements,
building effects—all explained later).

4. EVENT PHASE
After the Refresh Phase, activate and resolve the Event cards in their assigned order,
moving or placing Vehicles if necessary. For more information on how Events work, see
page 11. Also, check to see if the game has ended (see page 12).

Oxygen Destroyer Phase 酸素破壊段階

The humans have devised a weapon to drive the Kaiju away by removing oxygen from
the air. Once the Oxygen Destroyer has been moved into place, the game ends.

Skip this Phase on the first Round. Starting on Round 2, advance the Oxygen Destroyer
marker one circle space along the Damage Track.
05
Action Phase 行動段階 段 P

Playing Kaiju Cards
H
To play a card, pay its Energy cost, shown in the top-right corner of the card. Reduce A
your Energy by moving your Energy Tracking Cube down your Energy Track by the cost
amount. If you don’t have the Energy to pay for the card, you cannot play it. S
Once played, resolve
E
all the card’s effects
before placing it in
CARD
TITLE
MEGA HEAT RAY 5
ENERGY
COST s
your discard pile.

Play then proceeds


MOVE
to the player on your
left. ATTACK
6 DEFEND
CARD RANGE 3
Destroy a building in a space
EFFECTS between you and the target. DOMINANCE
0
VALUE

Many cards include symbols or attributes indicating their power:

MOVE When you play a card with this symbol, you may move up to the
number of spaces shown. You may move through, and end your movement in,
spaces with water, Vehicles, Small Buildings, or other Kaiju. You may move
through a space with a Large Building, but you cannot end your move there.

ATTACK This shows the card’s Attack Value. For more information on how
this works, see Attacking Other Kaiju (page 06).

DEFEND Play Defense cards to block damage when an opponent attacks you. The number
indicates how much damage you prevent. For more information on how this works, see
Attacking Other Kaiju (page 06).

MOMENTUM A card with Momentum allows you to play an additional card or take your Kaiju’s
Discard Action after its use. You may play more than one Momentum card on your turn until you decide
to stop or take an action without Momentum.

Range A card with Range can be used to attack a Kaiju in a space up to the distance specified.
Range attacks only deal damage. Vehicles or buildings cannot be targeted by a Range attack.

ENHANCEMENT Cards with Enhancement are placed in the play area below your Kaiju Mat
when played. Enhancement benefits remain in effect until the card is removed.
06

P 段階 Action Phase (Continued) 行動段階


H using A kaiju card to attack
A
S When playing a Kaiju card to attack you must be in the same space as your
intended target—either another Kaiju or a Vehicle—unless that card has a Range

E listed. After choosing a target, decide whether to throw or damage it. Vehicles
can only be thrown. Ranged attacks only deal damage and cannot target

s Vehicles or buildings.

THROWING
When using attacks to throw, the Attack Value shown on the card is the maximum
distance you can throw the target. Targets must be thrown in any straight line
from the position of your Kaiju.

VEHICLES
When you throw a Vehicle, choose a space within the maximum distance for the
Vehicle to land and destroy both the thrown Vehicle as well as any ONE Small
or Large Building, or Vehicle in the space where it lands, removing them from the
board. Or, if another Kaiju is within the maximum distance, you may throw the
Vehicle into the Kaiju, dealing 1 damage to them and destroying the thrown Vehicle.
If there are multiple Kaiju in the space, choose which one takes damage.

TAIL SLID
E
3
2

3 2 3

Godzilla can use Tail Slide with Attack Value of 3 to throw a Tank into the
Tower 2 spaces away, or at Mothra, at the maximum distance of 3 spaces
away.
Read more about destroying buildings and Vehicles on pages 08 and
09.
07


P
H
A
S
E
s
KAIJU
When throwing another Kaiju, maximum distance is determined by the card’s
Attack Value. Choose a direction and move the target Kaiju in a straight line up
to the maximum distance, or until it hits a Large Building or another Kaiju. Destroy
up to ONE Small Building or Vehicle in each space through which a Kaiju is
thrown.

If the thrown Kaiju ends in a space with a Large Building, that building must be
destroyed, even if there is a Vehicle in that space. If a Kaiju lands in a space with
another Kaiju, BOTH receive 1 damage. If there are multiple Kaiju in that space,
choose one as the target.

GO FOR TH
E THROAT
3

King Ghidorah uses Go For the Throat to throw


Megalon 4 spaces into Godzilla (destroying a Tank
and a Small Building along the way). Megalon and
Godzilla both receive 1 damage.

4
BARRAG
E:
hand. You Look at target ’s
may take
from it as a
an additio card
nal Trophy
.
2
08

P 段階 Action Phase (Continued) 行動段階


H Destroying buildings and vehicles
A
S When you destroy a building or Vehicle, you gain the benefits shown on the underside of
that building or Vehicle. Most buildings are worth at least 2 Energy. All Vehicles are worth 1

E Energy, except for Trains and UFOs, which are both worth 3.

s LARGE BUILDINGS (below) earn you greater rewards when destroyed and
are removed from play for the rest of the game.

4 TOWER Gain 4 Energy.

2 POWER PLANT Gain 2 Energy. Draw a card.

2 MILITARY BUNKER Gain 2 Energy. Place a card


from your discard pile on top of your deck.

2 RADAR DISH Gain 2 Energy. Look at the top card of any


opponent’s Kaiju deck, and then place it back on top.

SMALL BUILDINGS (left) that get destroyed go on


the Damage Track. If there aren’t any Small Buildings currently
on the Damage Track, place one in the space marked for your
Small number of players (2P, 3P or, 4P). Otherwise, place it in the next
Jet Buildings available square space, progressing toward the Oxygen Destroyer
marker.
UFO
VEHICLES AND
LIGHTNING GENERATORS
(left) are moved off the board when destroyed.
Tank Destroyed Vehicles and Lightning Generators do not
go on the Damage Track. They may re-enter play
during the Event Phase.

Lightning Train
Battleship
Generator
09


P
Dealing Damage
H
A
When you choose to use a card’s Attack Value for damage, or an effect allows you to
damage a Kaiju, your opponent can choose to defend with a card in their hand: S
• If your Attack Value is equal to or lower than the Defense Value, your attack E
is blocked, and nothing further happens.

• If your Attack Value is greater than the opposing Defense Value, you win the
s
chance to take a Trophy! Subtract the Defense Value (if any) from the Attack Value
on the Power Card and take an equal number of cards from the target’s Kaiju deck.
• Look at the Dominance Value on the card or cards drawn. Take the
card with the highest Dominance Value and place it face down in your
Trophy pile. If multiple cards have the highest Value, only ONE is taken.

• Place the remaining cards in the opponent’s discard pile.

• You may never take a card with 0 Dominance Value as a Trophy. If ALL
the cards you draw after an attack have 0 Dominance, your opponent is
considered to have withstood the attack!

• If the attack card lists other effects in addition to dealing damage, resolve
those effects after dealing damage.

• If the defense card lists other effects in addition to reducing damage,


resolve those effects after all effects on the attack card have been resolved.

3 SCALED
HIDE
IN E
UNDERM 0

4 Gain 1
2
En
point of ergy for each
the same in 3 damage
urself in doesn’t
Place yo Kaiju with n block. this card
another io
space as your current posit
spaces of lving this attack
. 1
so
before re 2

Megalon plays Undermine to move into Godzilla’s space, and applies the
card’s Attack Value of 4 to damage.

Godzilla plays Scaled Hide, which has a Defense Value of 2. Megalon


deals 2 total damage to Godzilla, so he gets to take 2 cards from the top
of Godzilla’s Kaiju deck and keep one as a Trophy.
10

P 段階 Action Phase (Continued) 行動段階


H Ranged Attacks
A Cards with Range allow you to target a Kaiju up to a certain number of spaces
S away, in a straight line.

E Ranged attacks are made for damage ONLY, and cannot be used against buildings
or Vehicles, nor can they be used to throw Vehicles or Kaiju.
S Any Small or Large Buildings, Vehicles, or other Kaiju between you and your target
do not obstruct Ranged attacks.
Godzilla has Mega Heat Ray
(Range 3). He can attack King
Ghidorah or Megalon, but not
Mothra, she is not in a straight
line away from him.

Discard Action
Each Kaiju has two Discard Actions shown on its Kaiju Mat. To take one of these
actions, discard a Kaiju card, ignoring its stated effects, and apply one of the
effects described on your Kaiju Mat.

Passing
Instead of playing a Kaiju card or taking a Discard Action, you may choose to
pass. Even if you pass on one turn, you may play cards or take a Discard Action
on your next turn. However, if all players pass consecutively, you must move to the
Refresh Phase.

King of Monsters
The King of Monsters token denotes the first player to act in each
Round, but it also provides two additional benefits. If you have the
+1 token at the start of a Round, you will draw 1 extra Kaiju card (not
including the first hand drawn at the start of the game). Additionally,
2 if you have the token at the end of the game, you gain 2 extra
Dominance Value.

Whenever you damage the current King of Monsters, whether or not


you gain a Trophy, you always take the King of Monsters token.
11
Refresh Phase 休憩段階 段

P
Players may choose to discard or keep any number of cards remaining in their
H
hands, before drawing up to a hand of five cards. The player with the King of
Monsters token draws up to a hand of six cards. If you reach the bottom of your
A
Kaiju deck, shuffle your discard pile and place it face-down as your new deck. S
Activate any special Kaiju abilities or Enhancements. E
s
Event Phase イベント段階

Activate both Event cards in their assigned order. The first Event card must be completely
resolved before the second Event card is activated.

An Event may require Vehicles to move on the board, according to their position and/
or proximity to the nearest Kaiju. If there are ever two or more Kaiju equidistant from a
Vehicle, the Vehicle will move toward the King of Monsters—whether or not the King of
Monsters is involved in the tie. If after the nearest Kaiju is determined, a Vehicle could
finish its move in more than one possible space, the player who is last in the current turn
order decides which space the Vehicle moves to.

Event cards may require players to place new Vehicles on the board. Consult each Event
card for specific instructions.

装 Activate アクティベート
Move each Tank 1 space
甲 toward the nearest Kaiju.
Players lose 1 Energy for
攻 each Tank occupying the


same, or an adjacent space
as their Kaiju.
If the number of Tanks on
the board is equal to or
fewer than the number
of players, each player
except the King of Monsters
places a Tank on the
board following the setup
placement rules.

A The Armored Assault Event card


resolves. Each Tank moves toward the
nearest Kaiju, deducting 1 Energy
from any Kaiju in the same or an
adjacent space.
B C
Because the Tank in space A is equally
distant from Godzilla and King
Ghidorah, it must move toward the
King of Monsters (Megalon)—either to
space B or C. The player to the right
of the King of Monsters in the turn
+1 order—Godzilla—decides to move it to
2 space C. The Tank deducts 1 Energy
from Megalon.
12
Check to see if the game has ended
P 段

If the Oxygen Destroyer marker and the Small Building tokens have passed each other on

H the Damage Track, the game ends. If the Oxygen Destroyer marker has not passed—or is
only ADJACENT to—a Small Building token, a new Round begins, and play proceeds to

A the Oxygen Destroyer Phase.

S GODZILLA Event Card 1 Mothra

E START

S
B B B B B B B B B

END 4P 3P 2P
B B B B B B B B B

King ghidorah Event Card 2 Megalon

During this 3-player game the Damage Track is checked at the end of the Event
Phase. The Oxygen Destroyer marker has not passed a Small Building token, so the
game continues. The marker will pass three Small Building tokens at the start of the
next Round, but the game won’t conclude until the end of that Round’s Event Phase.

End of Game ゲーム終了する

If the game ends, each player counts the total Dominance Value on the cards in
their Trophy pile. The player who holds the King of Monsters token gains 2 extra
E ゲー Dominance Value.

Nム The player with the highest total Dominance Value wins the game. If there is a tie,
the player with the most Energy wins. If multiple players are tied for Energy, the tied
D終 player holding the King of Monsters token wins. If a tied player does not have the
King of Monsters token, the tied player to the LEFT of the player with the King of
了 Monsters token wins.

O る
F
G
A
M
E
13
ラ Activate アクティベート RUSH HOUR
イ E
The player who is last in the
ッ turn order moves each Train
1 space along its track. If The Trains move between Rounds, so you can plan
シ fewer than 2 Trains remain
around them. Trains are worth 3 Energy, making them


on the board, each player

V
except the King of Monsters
ア places a Train on a track
space that does not contain excellent Vehicles to throw at buildings and Kaiju.

ワ a Train, following setup
placement rules.

E
Rules ゲームのルール


There may never be multiple
Trains on the same track.
Trains are worth 3 Energy

N
when destroyed.



Activate アクティベート
Move each Jet 3 spaces in
the direction it is facing and
AIR STRIKES
The direction the Jets are facing is consequential and T
S
then reverse its direction. If 1
or more Jets enter a Kaiju’s
space, that player discards
an Enhancement card from
losing an Enhancement can make your path to victory
play and loses 1 Energy. If 1
or fewer Jets remain on the
board, each player except
difficult. Stay out of the line of fire when you have
the King of Monsters places
a Jet on a space that does
Enhancements in play.
not contain a Jet.

装 Activate アクティベート
Move each Tank 1 space
ARMORED ASSAULT


toward the nearest Kaiju.
Players lose 1 Energy for
each Tank occupying the
Multiple Tanks can hit you simultaneously, so be aware

same, or an adjacent space
as their Kaiju. of their location at the end of a Round. You can throw
opponents into the midst of a group of Tanks at the end
If the number of Tanks on
the board is equal to or
fewer than the number
of players, each player
except the King of Monsters of a Round to hinder them for the next Round.
places a Tank on the
board following the setup
placement rules.

X Activate アクティベート
Move each UFO 2 spaces
XILiEN INVASION
星 toward the nearest Kaiju.
If a UFO starts in or enters The UFO causes you to discard after you’ve drawn your
人 a space with a Kaiju, that


player discards a card
from their hand. If no
new hand for the Round. It’s difficult to stay clear of the
侵 UFOs remain on the board
in a 2-player game, or UFOs, so it’s best to destroy them as quickly as you can.
略 if 1 or fewer remain on
the board in a 3-4 player
game, place 1 UFO on the Discarding a card can put you at a disadvantage in the
next Round.
center hex tile.

艦 Activate アクティベート
Each Battleship attacks all
NAVAL BOMBARDMENT
砲 Kaiju within 2 spaces of it
in a straight line. If a Kaiju Battleships are one of the easier Vehicles to avoid, but
射 is attacked by 1 or more


Battleships, that player
returns the top Trophy
one of the most dangerous as well. Losing the top card
in their Trophy pile to its
owner, who places it on
their discard pile. If the
of your Trophy pile can put you behind in a game. Stay
number of Battleships on
the board is fewer than the out of their line of fire.
number of players, each
player except the King of
Monsters places a Battleship
on a water space.



Activate アクティベート
If fewer than 2 Lightning
LIGHTNING GENERATORS

Generators remain on the
board, each player except Although Lightning Generators only deal 1 damage
ェ the King of Monsters places


a Lightning Generator on the
board following the setup
when you throw a Kaiju into them, that damage is


placement rules.
unblockable so try to avoid them. Opponents can move,
Rules ゲームのルール
タ When you throw, move, or throw, or place a Kaiju in their space to set them off, so
ー place a Kaiju into a Lightning
Generator space, deal 1
unblockable damage to that Mothra can use them against other Kaiju.
Kaiju, destroy the Lightning
Generator, and gain 2 Energy.
14

K 怪獣 Godzilla ゴジラ
A Godzilla’s special ability
I allows you to throw Kaiju and
Vehicles 1 extra space. This
J means any time you take the
Discard Action to throw a Kaiju
U 1 space, you would throw that
Kaiju 2 spaces. It also applies
anytime you use an attack card
to throw. Utilize this ability
to throw farther and reach
Large Buildings to gain special
abilities.

One of Godzilla’s key cards is


Power Up, an Enhancement that
increases the effectiveness of
Ranged attacks. Use Power Up to deal massive damage AND take multiple Trophies
with Godzilla’s strongest attacks. In addition, you can retrieve Power Up from your
discard pile with Dorsal Plates and Victory Pose. Getting as much use out of Powered-
Up Heat Rays and Mega Heat Rays is your key to victory.

King Ghidorah キングギドラ

When you play cards with


the , move the marker up the
Head Meter on King Ghidorah’s
Kaiju Mat. When the Meter
has reached 3 and you use an
ability with Barrage, execute
the extra Barrage ability, which
is otherwise ignored. Barrage
effects are extremely powerful,
allowing you to take multiple
Trophy cards.

In addition, the higher the


Head Meter, the better your
Unstoppable and Soar cards
become, granting you superior
defenses and the ability to sift
through your deck for what you
need to achieve victory.
15
Megalon メガロ 怪

K
Megalon is an incredibly
A
mobile Kaiju and specializes
in combo attacks. Some of
I
your attack cards, like Cyclone
Attack and Piercing Drill, have
J
Momentum, allowing you to
link together several small
U
attacks at once.

Megalon’s special ability


allows you to put a card from
the Discard pile on top of
your deck before you draw a
new hand each Round. This
extremely versatile ability
allows you to complete combo
attacks more consistently, or
to make sure you have a key
defense or movement card you
need for your next turn.

Mothra モスラ

Mothra is a unique Kaiju—she


is a friend of the humans. Her
special ability ensures you
aren’t targeted by Jets, Tanks,
or Battleships, but you also can’t
destroy buildings or Vehicles for
Energy. However, you can gain
the benefits of a Large or Small
Building adjacent to you each
Round.

Mothra’s Discard Action is also


different from the other Kaiju,
allowing you to move up to 2
spaces in a straight line instead
of just 1 space, or gain 1 Energy.

When playing Mothra, it is important to utilize your Energy-gaining cards to their full
potential, and to disrupt your opponents’ plans as much as possible. All of Mothra’s
attacks are Ranged, so even though you can’t throw your opponents, you can force them
to play more cards to reach you with their melee attacks.
G ゲー 1. Oxygen Destroyer PHase
Aム (Ignore on the first round)
Move the Oxygen Destroyer marker 1 circle space on the Damage Track.

Mプ 2. ActioN Phase
E レイ Starting with the player holding the King of Monsters token, players take turns performing
one of three actions:


S 約
• Play a Kaiju card from your hand
• Play your Kaiju’s Discard Action
U • Pass

M Play continues with players taking additional turns until all players pass consecutively
(this means that all players pass in a row). A player who passed on a previous turn may
M play a card on subsequent turns, extending the Action Phase.

A 3. REFRESH PHASE
R Once all players have passed consecutively, players may discard any number
of cards from their hands and then draw cards until they have 5 cards in hand.

Y Players activate any end-of-turn effects they have in play (Kaiju abilities, Enhancements,
building effects).

4. EVENT PHASE
After the Refresh Phase, activate and resolve the Event cards in their assigned order,
moving and placing Vehicles if necessary. For more information on how Events work, see
page 11. Also, check to see if the game has ended (see page 12).

End of Game Scoring


If the game ends, each player counts the total Dominance Value on the cards in
their Trophy pile. The player who holds the King of Monsters token gains 2 extra
Dominance Value.

The player with the highest total Dominance Value wins the game. If there is a tie,
the player with the most Energy wins. If multiple players are tied for Energy, the
tied player holding the King of Monsters token wins. If a tied player does not have
the King of Monster token, the tied player to the LEFT of the player with King of
Monsters token wins.

© 2020 FUNKO, LLC. ALL TRADEMARKS AND REGISTERED /OriginalFunko


TRADEMARKS ARE THE PROPERTY OF FUNKO, LLC OR ARE THE
PROPERTY OF THEIR RESPECTIVE OWNERS. ALL RIGHTS RESERVED. @OriginalFunko

@OriginalFunko
This game was designed by the TM & © TOHO CO., LTD.
city-stomping squad at Prospero Hall.
For more about our games go to
prosperohall.com WOe01

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